The first Budokai received "mixed or average" reviews on both platforms according to the review aggregation website Metacritic. Entertainment Weekly gave the PlayStation 2 version a C and said that its characters, "while lacking artistic detail, still yell, grunt, and move almost exactly like their broadcast counterparts.
Many critics complained about the GameCube version's simple interface and the fact that combos weren't worth the payoff. However, more complex combos were possible due to an oversight in the move canceling feature but were rarely known at the time.
These oversights were turned into an important part of the system in the later games and were what high level play tended to revolve around. The game had shipped 3. Dragon Ball Wiki Explore. Jaco the Galactic Patrolman Nekomajin. Rules Standards Manual of Style. Explore Wikis Community Central. Register Don't have an account? Dragon Ball Z: Budokai. View source. History Talk Raditz firing his Weekly Special.
Raditz and Goku getting shot by the Special Beam Cannon. Universal Conquest Wiki. Standard appearance Silver armor with Capsule Corp. Androids Saga clothing Black shirt and brown jacket with brown pants. Android Saga clothing Imperfect Cell Saga clothing. Standard appearance Goku's Gi and aesthetic Power Pole.
Standard appearance Basic model battle armor. Standard appearance Kuriza coloring. Base High Tension. Base Unlock Potential. Piccolo 's Gi, long hair RIT battle armor. The PS2 was already out when the came out in the west. Naturally, it was seen as an artifact that had no place in the modern generation of gaming. It was simply the wrong game at the wrong time. Although nowhere near as critically reviled as Ultimate Battle 22 , Final Bout is arguably the worse game.
Stylizing itself after the Dragon Ball Z anime, Budokai was a triumphant return where the story mode attempted to be an actual adaptation and the gameplay emphasized character customization. Budokai 2 is as much a step down from its predecessor as it is a blatant step up. There are more capsules to collect, characters to unlock with better unlock criteria, and a suped up combo system.
Each of your Masters can have seven servants summoned all at once making battle somewhat hectic though all that power is needed as you are almost always at a disadvantage. The game tracks turn orders for each character and enemy instead of dividing turns into Player and Enemy phases.
All of the conventions are here from gaining XP each turn to have attack areas and range that make characters placement vital. You can also take on special "Oath" missions to raise the relationship you have with a Master and their overall effectiveness.
It is very playable without knowing Japanese as many of the commands have English subtitles, so you would only really miss out on the story. Special attacks are suitably flashy, impressive, and accompanied by speed-lines.
Alternate Endnesia. The game is set on the continent of Antaria which is reminiscent of 18th century Europe and modeled after the novel: The Count of Monte Cristo. After the Genesis War, the powers-that-be were weakened and the church grew dominant. They were very cruel to people and only interested in doing what the church wanted and so anti-church movements sprang up. Roberto de Meditch and his Zephyr Falcons attack a jail the church uses to house political prisoners and free Cyrano Bernstein the main character.
He knows what hand the church played in the Genesis War and was imprisoned for demon-worship before his wedding to the head priest's daughter. In prison he gains godly power from Deimos the God of Chaos and the quest to find the other source of power.
He will be pursued, betrayed, tricked, and driven to desperation over the course of the game. Battles feature the grid-based movement of a strategy RPG, but also an active time battle system. Battles also occur directly in the world instead of switching to a battle screen or stage. Characters have HP, magic, skills, and special super attacks that can be used once they are charged, but there is no attack or defense without a weapon.
Weapons have durability and stats just like the characters and will wear out with use or break with too much damage. Some weapons are better suited against different enemies or situations than others, and so it is a good idea to have several weapons in inventory for the characters. In some games this is a frustrating hassle, but The Rhapsody of Zephyr handles it well. Graphically there are some really nice things going on animated 2D sprites, character art, a mostly isometric viewpoint over pre-rendered backdrops though by today's standards the look is decidedly dated.
But then, that is part of the charm and considering when it originally released, on par with many of its contemporaries. Of course, you don't really play a game of this caliber for the graphics. Alternate Duel Savior Destiny. Once known as Cavalry Troop when discussed as a possible early PS2 release, Seven is a game with the whimsy and charm of an animated feature film and the hardcore strategy of Tactic Ogre, except from Namco. The gods in this medieval-themed setting choose seven heroes to give seven sacred weapons to so that they could defeat a demon and his followers and bring peace to the Almathera Kingdom in Acralind.
These heroes and their deeds pass into legend over the course of one thousand years. Now the hero a squire from the village of Lacemorse hears strange noises in the forest and is sent by the disinterested commander to investigate. Though the game starts small around the village of Lacemorse the plot quickly broadens to sweep across the kingdom, as you meet other heroes, gain their services, and take up the weapons of legend against a much larger threat.
The game plays out similarly to Arc the Lad allowing you to move through the world and visit towns or dungeons, talk to NPCs, shop, and so on; then it breaks away to a battle stage when you encounter enemies.
Seven can be completed in around 12 hours, though, so it is certainly not the longest game on this list or anything. The battle system has you set seven characters in a pattern on a three rows by four column grid: front line, support, and standby with the enemy taking a similar approach. The front line troops attack enemies while the supporters cast buffs and debuffs. Those needing a rest can be healed in the standby row and regain their magic. If you move the front row to the back row to heal, then the second row becomes the first and the back becomes the second row.
Age and experience of each character and their weapons also plays a role in their overall effectiveness. The atmosphere of this game is top-notch, each character sprite is well-animated and interesting, the graphics are hand-drawn and lush with deep lighting and color schemes.
Even the music goes above and beyond as if the game may have been built around its melodies and not the other way around. Alternate Spectral Gene. The game's story is told in chapters. Each chapter is broken up into story scenes, story missions, optional quests and a slew of side-games. The story is set in an alternate timeline where the power of magic called Matrix has been harnessed to create a new age, but in turn has also released daemons that can only be defeated using weapons made from Matrix Matrix Gear wielded by people known as Variants.
One of these is Kaito and another is his sister Tatuki. They are attacked early on by daemons while traveling to ruins hidden underneath Tokyo giving you a taste of combat and a quick tutorial. In the ruins they hope to discover more of the truth about Matrix but end up embroiled in a conflict between the Uranos Alchemists shady secret organization and an ancient, powerful daemon, Tarisman, who guards the ruins.
It will all lead to the Anima Mundi a mystical artifact , the secret of Kaito's true power, and the course of existence itself. From the Phantom Ship the party's base Kaito pick the next mission story or side , practice battling at Heaven's Gate, visit town, or bond with his team. You can also play mini-games.
There are special "Private Talks" at the end of battles similar to Luminous Arc that further develop the character you speak with. These talks and some of the optional quests have choices that change not only how that relationship is effected but also which of the multiple endings you will see. The character development in this game is left entirely up to you not mandatory , and each play-through goes differently depending on your choices.
Battles are a mix of AP ability point management, grid movement and attacks, and a turn-order meter. Each character can act should they have sufficient AP to expend, with enemy and ally order decided by their priority even though the game does use the Player and Enemy Phase labels, the phase is completely dependent on whose character's turn it is.
Position, hit chance, and enemy size all need to be considered as larger enemies cannot only hit harder, but can hit more of your units, and alter your ability to flank them.
Experience is gained as a pool and can be distributed at will among the entire party so fast characters and slow characters have an equal shot at XP. Also, as enemies are defeated the Matrix Gear weapons absorb "Code" which allows you to unlock new skills. The exploration aspect of this game is the only place it falls short.
You can get a status update from your sister, interact with and talk to NPCs, play the Mask Runner mini-game, and jump. And jumping is the problem. Many areas have platforms or places to jump over or on to, but there are no shadows and so judging relative position and distance is spotty. Graphically, the 2D sprites in this game are ultra-detailed and well-animated mixed with anime scenes during special events and story scenes.
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